Defining a Class

Our Objective

To implement a program that defines a Class. 

 

The Theory

Class and Object are two main building blocks of object-oriented programs. Class is a blueprint that defines the structure and the operations allowed. In other words, class encapsulates attributes (fields) and operations (methods) that define how the attributes are to manipulated.
Objects are particular instances of the class. A class can be likened to a data type (although it is more than that) while the object can be likened to variable of that type. 

Sample example is given below.

public class Point{

 private int x;

 private int y;

}

The code you've provided defines a Java class named Point with two private instance variables:

x - This is an integer variable that represents the x-coordinate of a point.

y - This is an integer variable that represents the y-coordinate of a point.

In this class, both x and y are declared as private, which means they can only be accessed and modified within the scope of the Point class itself. This is an example of encapsulation, where the internal state of the Point object is hidden from external access, and it can only be manipulated through defined methods or constructors in the class. The code you've provided does not include any constructors, methods, or additional functionality, so it's a basic class definition for representing a point in a two-dimensional space.

 

Learning Outcomes 

  • Class as a Blueprint: One of the primary learning outcomes is understanding that a class serves as a blueprint or template for creating objects. It defines the structure and behavior (attributes and methods) that objects of that class will have. This emphasizes the concept of encapsulation, where attributes and methods are bundled together within a class.
  • Objects as Instances: Another important takeaway is that objects are specific instances created from a class. Objects can be thought of as variables of the class type. They are unique instances with their own values for attributes but share the same methods defined in the class. This illustrates the idea of instantiation, where you create actual usable entities from the class blueprint.
  • Analogy to Data Types: This simulation draws an analogy between classes and data types. It highlights that while a class is more complex than a data type, they share a similarity in that a class defines a new data type. This analogy can help learners relate OOP concepts to more familiar programming ideas, making it easier to grasp the concept of classes and objects.